unreal.VirtualizationMode

class unreal.VirtualizationMode

Bases: EnumBase

Method of virtualization when a sound is stopped due to playback constraints (i.e. by concurrency, priority, and/or MaxChannelCount) for a given sound.

C++ Source:

  • Module: Engine

  • File: SoundBase.h

DISABLED: VirtualizationMode = Ellipsis

Virtualization is disabled

Type:

0

PLAY_WHEN_SILENT: VirtualizationMode = Ellipsis

Sound continues to play when silent and not virtualize, continuing to use a voice. If sound is looping and stopped due to concurrency or channel limit/priority, sound will restart on realization. If any SoundWave referenced in a SoundCue’s waveplayer is set to ‘PlayWhenSilent’, entire SoundCue will be overridden to ‘PlayWhenSilent’ (to maintain timing over all wave players).

Type:

1

RESTART: VirtualizationMode = Ellipsis

If sound is looping, sound restarts from beginning upon realization from being virtual

Type:

2

SEEK_RESTART: VirtualizationMode = Ellipsis

EXPERIMENTAL - Sound fully virtualizes, but attempts to seek to the proper part of its looping duration when realized. The playback behavior is similar to PlayWhenSilent, but does not take up a voice slot.

Type:

3